Displeased Positive Feedback
Giving Feedback | Composed, Gaming
Find similiar patterns:
Preamble
Type
Composed Pattern, Giving feedback
Ranking
* (tentative)
Version
1
Author
Kathrin Pollmann (kathrin.pollmann@iao.fraunhofer.de)
Design Challenge
Interaction Situation
User and robot are engaged in a game where the both of them act as opponents. The user performs well, which causes a conflict with the robot’s goals during the game. To communicate this to the user, the robot makes its resulting negative inner emotional state visible to the user.
Communication
Goal
“I can tell you that what you did / said is correct and I am not happy about it.”
Design Solution
Solution
Let the robot express that: • It directs its attention towards the user using a user-oriented positioning in the room, letting robot and user face each other. (Attentive) • The outcome of the user’s action was evaluated as positive using an affirmative light, sound or gesture (Indication of correctness). • It is dissatisfied by letting it show a corresponding gesture or facial expression (Gloomy). • Its operation mode is <on> setting the status light to permanently glowing. (Operation mode on)
Rationale
References and
Context
Needs: Attentive AND Indication of correctness AND Gloomy AND Operation mode on Opposed patterns: all other composed patterns – two composed patterns can never be executed at the same time
